A beta will go live on 3rd September for Kickstarter backers. A limited number of folks late to the party can still snag early beta access by pre-ordering the game for £35 on developer Andalusian Games' official site. If you don't care about beta access, you can reserve Tangiers for much less at £15.

Video game developer Farhan Qureshi has recreated much of Kojima Productions' now defunct horror game P.T., the playable teaser for the since cancelled Silent Hills game.

Developed in Unity over the course of 104 hours, Qureshi's one-man recreation of P.T., dubbed PuniTy, certainly doesn't look as good as its source material, but it's still an impressive effort for a single developer. And since P.T. has been removed from the PlayStation Store forever, it's the closest thing one can get to the vanished horror game should they have missed out on it.

PuniTy isn't a full remake, though. Many of the puzzles have been removed, there's no narrative arch framing it, and some of the interactions are just different. You start out with a flashlight in this one, for example.

Re-Logic's 2D sandbox hit Terraria is heading to 3DS and Wii U in Q1 2016, publisher 505 Games has announced.

Both versions will feature touchscreen controls with online and offline multiplayer. The Wii U version will support up to eight-player multiplayer with four-player split-screen available. The 3DS version, however, is capped at four players total.

Oft likened to a 2D Minecraft, Terraria originally launched on PC in 2011 before being ported to Xbox 360, PS3, Vita, iOS and Android in 2013. It then arrived on PS4 and Xbox One last November.

"Doesn't it get a bit old, Victor, doing the same things over and over? Slaying monsters. Looting chests."

Humour is dangerous stuff for games, particularly this kind of humour - and particularly this kind of game. Victor Vran's a fairly classical ARPG, a problematic genre when things starts to become self-aware. ARPGs are all about hitting things in order to kill them and in the hope that they will cough up magical trousers while dying which, if worn, will allow you to hit things a bit harder and kill them a bit quicker. People who don't like ARPGs sometimes argue that they represent the video game void staring right back at you - endless escalation, empty acquisition - which is why it's always weirdly embarrassing when onlookers gather near you as you play Diablo or Titan Quest. The crowd never seems to get the appeal: it's just hitting stuff and collecting loot? Yes, it is just hitting stuff and collecting loot. But that can feel fabulous.

And it feels fabulous in Victor Vran, thankfully, so the game gets away with its jokes. At times it even earns them. While this is a very recognisable genre piece from the off, it has a range of interesting ideas at its core that makes it well worth checking out, even if you're hot off the back of Van Helsing 2 or other relatively similar games.

Nidhogg developer Mark "Messhof" Essen is releasing his next game, a minimalist platformer called Flywrench, on PC and Mac via Steam next month.

Essen revealed this on Twitter where he linked to the following trailer showing Flywrench in action.

Confused? Here's how it works: Your avatar is a morphing spaceship that changes colour based on its maneuvers. Based on the trailer, it looks like falling keeps you white, boosting turns you red, and flapping makes you green. Match the coloured lines to pass through them. Otherwise they will kill you. A lot.

Yooka-Laylee, Playtonic Games' spiritual successor to Banjo-Kazooie, now has a publisher with Worms developer Team17.

That may strike some as odd since Yooka-Laylee raised over £2.09m on Kickstarter last month, but the developer explained that Team17 won't be providing any funding. Instead, it will handle the more tedious administrative affairs that come with publishing a multiplatform game.

"From the very start we said that we'd welcome only a partner that could genuinely improve the creation of our game, while respecting the independence and creative autonomy of our development team," explained Playtonic creative lead Gavin Price.

Endless flyer Race the Sun is free today for PC, Mac and Linux on Steam.

This is in honour of developer Flippfly releasing the iOS version of its ambient score-chasing arcade game. You can snag that for £3.99 / $4.99.

Race the Sun also just received its Sunrise DLC. "This beautiful new mode has all the speed of the original but without a setting sun, an increasing difficulty, or a leaderboard," Flippfly noted on Steam. "Just settle in and zone out for one infinite region of bliss."

That's pretty great for a game that has yet to see an official release. Perhaps it's no surprise though, as Vlambeer has quite the following with the likes of Luftrausers, Ridiculous Fishing, and Super Crate Box under its belt.

Like other Vlambeer titles, Nuclear Throne's appeal is instant and gratifying. You select a creature then go about shooting every goddamn thing you can before it shoots and or eats you.

Knights Of The Old Republic 2 is a game I'd love to see the pitch for. Did Obsidian actually say that the plan was to systematically tear down, subvert and scornfully rip great chunks of flesh out of the Star Wars universe and George Lucas' shallow sense of morality and storytelling? or was it more on the lines of "So, we're thinking three bladed lightsabres this time," with Chris Avellone accidentally left locked in the car?

Either way, it happened. It's not the best Star Wars game by a long stretch, but it is one of my favourites - a bit like Planescape: Torment, in part because it was so completely different to what I expected. It's back in the news now because along with a port to Mac and Linux, developers Aspyr have added Steam Workshop support to it. Why? Why not. It's not likely to spark a whole modding scene, but it does add one big advantage - easy, one-click access to the Sith Lords: Restored Content Mod. This is pretty much essential if you want to play.

Without it, and to some extent either way, KOTOR 2 is a mess. There's no getting around that. Few games have made it to the shelves in recent years so patently unfinished, and we're not just talking a few missing textures. It was made on a tight schedule and then had its deadlines cut near the end, so it's not too surprising. Still, it's a game whose opening hours are torturously boring, with a finale that just collapses on a world full of dropped plot elements and endless corridors masquerading as fun, and with a boss battle involving flying lightsabres that desperately needs someone to patch in the Benny Hill music. Modders, get to it.

Has any film opening topped the excitement of Raiders of the Lost Ark? The initial approach of our fedora-sporting hero plunging through jungle ruins (braving copious quantities of tarantulas in the process) is ominous, but nothing our hero can't handle. A runaway boulder presents a greater challenge, but even this is all in a days work for Dr. Jones. Then a tribe starts spitting venomous darts at Indy and by this point all bets are off. Start the damn plane!

For adventurers, the worse things get, the better. As a result, these sequences of derring-do are riveting in film, but don't always translate so well to video games. Make the escape too easy and we feel pandered to. Ramp it up too much and failure leads to frustration as each retry becomes increasingly methodical and wearisome. Swiss developers Adrian Stutz and Florian Faller at Bits & Beasts cunningly navigate this tightrope in their debut title Feist by doing away with scripted sequences and giving players just enough leeway to bounce back from a near fatal error. When things go pear-shaped, they only get more exciting.

Feist begins with your character, a wooly fluffball, freeing themselves from a beast's trap. From there the concept is simple: go right. It's an uncomplicated set-up, cut from the cloth of Mario and Sonic, but an effective one all the same. In many ways, Feist is as remarkable for what it doesn't include as much as for what it does. There's no plot, dialogue or collectables to hamper the pacing. Feist isn't a game about collecting knick-knacks or spinning a yarn; it's about just one thing: fleeing.

Infinifactory, the acclaimed open-ended puzzle game by SpaceChem developer Zachtronics Industries, is coming to PS4.

The crux of Infinifactory lies in constructing assembly lines and factories to carry out a series of tasks for your alien overlords. What makes the game so special is that there's a huge berth of solutions to any particular conundrum. As such, sharing one's solution is one of its most endearing features.

"My absolute favourite feature in Infinifactory is its ability to record videos of solutions," Zachtronics creative director Zach Barth said on the PlayStation Blog. "With the single push of a button you can record seamlessly looping videos of your cleverest factories and share them with your friends and the world. How's that for showing off?"

Shadowrun: Hong Kong will arrive on 20th August at 6pm UK time, developer Harebrained Schemes announced in a Kickstarter update.

This sequel to the cyberpunk series raised $1,204,646 on Kickstarter in February when it smashed through every one of its stretch goals. In fact, its minimal crowdfunding goal of $100K was met in a mere two hours.

You can pre-order Shadowrun: Hong Kong on Steam, GOG, or the Humble Store, where its pre-order price is 33 per cent off. As such, the standard edition is currently £13.09 while the Deluxe Edition (with a soundtrack and PDF art book) is £15.40.

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http://www.eurogamer.net/article.php?article_id=1770218Fri, 24 Jul 2015 17:38:00 +0100Hearthstone's next expansion is all about the Hero Power

UPDATE 23/7/15 8.00am: Blizzard has now announced UK pricing for The Grand Tournament's pre-purchase offer, which costs £34.99 on PC, Mac and Android.

£34.99 is the standard price of 40 card packs, but this offer will net you 50 Grand Tournament packs when they launch plus a special card back.

Nom Nom Galaxy was released on PS4 in May. It's also been available on Steam Early Access since March of last year.

This latest entry by the Kyoto-based developer tasks players with terraforming various planets to build soup-making factories. It includes up to four-player co-op, both online and off, as you go about brewing the best damn soup in the cosmos.

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http://www.eurogamer.net/article.php?article_id=1769748Wed, 22 Jul 2015 20:26:00 +0100Guild of Dungeoneering: an RPG where you play as the difficulty curve

The classes in Guild of Dungeoneering are pretty weird: there's the Cat Burglar, for example, who talks about lobbing kitties at her foes, and there's the Shapeshifter, who longs to be able to transform into a bag of silver coins. But far weirder is the role that the player is truly lumbered with for much of the adventure. I've been playing Guild of Dungeoneering on and off for a week, and I've only recently spotted it: this is an RPG where you play as the game balancing.

It's a touch more confusing than that. In combat, sure, it's all pretty traditional stuff. When your dungeoneer encounters a monster, it's card-battling time, your deck against their deck. It's pleasantly busy, with each class having their own particular tricks to play in battle, and a range of complicating factors to think about. Alongside physical attacks, for example, you can land magic attacks. Then there are blocks for both physical and magical attacks, lightning strikes, and unblockable moves. This is still just the most basic layer of the fun. Pretty soon, you're juggling cards that allow you to regain health if your attack is successful, and you're stopping off at fountains that may allow you to see your enemy's hand or limit you to a certain number of cards. Throughout all of this, though, the focus on tempo remains central to proceedings: if you can't do any damage yourself, you should at least be encouraging your foe to waste their turn too.

Beyond the battling, though, Guild of Dungeoneering is a much stranger beast. Outside of fights, you relinquish direct control of your dungeoneer. Instead, you play as the dungeon, choosing from the cards you're regularly dealt to lay down rooms, and then populating them with monsters and filling them with loot. Each dungeon is a one-shot affair, generally with a gimmick, such as a boss you will have to defeat after a turn counter has ticked down, or a tile you have to reach, and it's your job to tempt your dungeoneer in the right direction in both the way you build your dungeon and the treats you throw into its chambers.

Most importantly, Steam Workshop support means the revered The Sith Lords Restored Content Mod is available via Steam, now. This mod effectively finishes an unfinished game, in a development sense, restoring all the dormant content found on the game's disc. KOTOR2, developed by Obsidian and not BioWare, was diamond in the rough.

Infinifactory creator and video game developing machine Zach Barth has released his latest meta opus TIS-100 on Steam.

But wait, didn't Infinifactory like just come out less than a month ago? Indeed it did, young Padawan. Clearly Barth of Zachtronics Industries has been a busy man - even if he developed both titles simultaneously.

The esoteric programming-based puzzle that game makes you print out the instructions has come a ways since its Early access build - which only debuted in early June. It now has an additional 25 puzzles and a closing chapter that concludes the story.

When Blizzard announced that it was introducing a new special weekend event to World of Warcraft called Timewalking, there was a ripple of excitement in the Eurogamer office - one that, for once, reached beyond the corner where crusty old diehards John Bedford and yours truly sit with our fingers permanently hovering over (and sometimes accidentally slipping onto) the resubscribe button.

How come? Well, Timewalking is a neat feature: it allows high-level characters to revisit classic five-player dungeons from the game's 10-year history, scaling their power down to match the challenge, and then scaling the lovely retro loot back up to something suitable for a level 90 to 100 to wear.

It's also a feature custom designed (like so much of the recent Warlord of Draenor expansion) to appeal to lapsed players nostalgic for their time in Azeroth - and there are a few of us on the EG staff who fit that description. Bedders, Bertie, Aoife, Wes, Chris Bratt and I all played the game at its 2004 launch; some of us have never fully shaken the habit, despite some dark episodes (years after his multi-boxing nadir, Bedders got lost in a fishing hole). Bertie healed raids in the bad old good old days of Molten Core before quitting, only recently returning after nine years away. Wes is never allowed to play the game again on pain of divorce.

The Protoss replace the Zerg as the focus of StarCraft 2's final expansion, Legacy of the Void, and if you're as careless and lazy a StarCraft player as I am in single-player, that means you're going to have to unlearn some very questionable behaviour. I played through most of Heart of the Swarm's campaign leaning on F2 rather heavily: I'd mass my slithering, rupturing, chittering horrors, and then I'd fling them directly at the next objective marker as one. It's a stupid, wasteful approach, and it only really worked on the lower difficulty settings, but it was fun and it felt appropriate. The Zerg are rabid, frenzied, drooling monsters. At least they were when I was in charge.

The Protoss are very different: austere and spindly, beneath the golden armour they feel delicate as much as they feel powerful, taut filaments and crystalline structures waiting to snap and shatter. Playing through Whispers of Oblivion, the three prologue chapters that are available now if you pre-order Legacy, they've taken a bit of getting used to. Units and structures warp in rather than being birthed in a gooey pit, and there are pylons and their attendant supply structure to worry about even before your jewelled walkers totter off into battle.

What hasn't changed is Blizzard's approach to single-player RTS design, which could best be described as all gimmick, all the time. I don't mean that in a bad way, as the gimmicks are often brilliant, and the missions here, which follow Zeratul, a heretic seeking to end a galactic disaster before it has fully taken shape, showcase some brilliant ideas that keep things exciting.

Political satirist Stephen Colbert stars in a new browser-based text-adventure to promote his upcoming program where he will replace David Letterman as host of The Late Show.

Entitled Escape From The Man-Sized Cabinet, the promotional offering put you in the deceptively cunning shoes of Colbert as explores his office while waiting for his new show to kick off on 8th September on CBS.

Initially you can explore his office and check out his To-Do list, which is full of wry chores like "continue sustaining illusion of crop circles", "save cheerleader, world", "steal Christmas" and "learn to use To-Do list".

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http://www.eurogamer.net/article.php?article_id=1768863Sat, 18 Jul 2015 00:26:00 +0100The Flock will only be playable for a limited time, ever

Asymmetrical multiplayer horror game The Flock will only be playable for a limited time before it's gone forever.

Developer Vogelsap explained that when The Flock launches this Q3 on Steam the game world will feature an overall population of Flock - the monsters you spend much of your time playing as. Each player death in-game will result in the permanent death of one Flock until the population has dwindled to nothing.

"After the ending, the game will go offline permanently and no longer be playable," the developer grimly stated.

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http://www.eurogamer.net/article.php?article_id=1768836Fri, 17 Jul 2015 19:33:00 +0100Faction-switching Mercenary Mode coming to World of WarcraftA new game feature designed to reduce the queue times in World of Warcraft's player-versus-player battlegrounds is currently in development, according to a post on Blizzard's official site yesterday.

Titled Mercenary Mode, it will introduce a shadowy figure to the game, one who'll appear in each faction base in the Ashran region during times of high queues. If you're struggling to get into the battleground action, you'll be able to simply approach this character and fight for the opposing faction... as if both factions hadn't been ramming their heads into each other hour after hour, day after day for ten, long years.

When you eventually join the battleground, you'll also automatically be assigned an entirely new race from the opposing faction.

It shows the orc Durotan, father of Thrall, marching with his Frostwolf clan towards the Dark Portal on Draenor. There, spurred on by spooky warlock Gul'dan, the old Horde pours through door to Azeroth. According to The Verge there was more footage shown after this point, of the orcs meeting resistance on the other side.

The footage, albeit poor quality, gives us a guiding impression of what the rest of the film, directed by Duncan Jones (Moon, Source Code), will look like. Industrial Light & Magic, the studio responsible for Mark Ruffalo's Hulk, is bringing the fantasy characters to life.

It's only semi-autobiographical as Devastated Dreams stars a pregnant woman and Gilgenbach is neither pregnant nor a woman, but he is expecting his first child at the moment. Furthermore, Devastated Dreams is heavily steeped in Filipino folklore, an inspiration that came to Gilgenbach after visiting his wife's homeland of the Philippines where he stayed in a village with no running water or electricity. Things got spooky.

They would have been spookier with monsters, of course, but therein lies the magic of video games where Gilgenbach's macabre imagination can run wild.

I'm as bored as everyone else is when it comes to the old games are like x debate. Games are like books or movies? Hmm. Games are like music? In some ways. Games are like poetry, games are like architecture - all of these connections are interesting and shed a certain light on a specific aspect of what games can be, but they aren't the whole story. How could they be? Games are like games, and the thrill of them is that no other category captures the same strange richness and blend of ideas.

It's worth having had this discussion, I suspect, just to arrive at that notion: that games are their own thing. It feels a bit like the process new parents often go through in the early months of getting to know their baby: there's a bit of your dad in the way he chews, say, or she gets that temper from her uncle. Eventually - hopefully relatively quickly, in fact (and no pun intended) - you set the family tree to one side. The baby is its own thing, too. Its fate is to be unique, as the great Oliver Sacks has written. Its destiny is to be irreplaceable.

Even so, these conversations never entirely go away. They trail off, and can burst back to life at strange moments. A 6 year old will suddenly, and very briefly, look like a long-dead relative, when eating a sandwich perhaps, or getting annoyed about Frozen. Equally, every now and then it will occur to you that, whoa, there is another thing that games are a bit like.

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http://www.eurogamer.net/article.php?article_id=1767402Sat, 11 Jul 2015 08:00:00 +0100Crypt of the NecroDancer to get jiggy on PS4 and Vita

Rhythm-based roguelike Crypt of the NecroDancer is coming to PS4 and PS Vita.

The eccentric cross-species romance game will offer Cross-Buy support across both Sony platforms.

This console version will also include additional content not seen in Hato Moa's original PC release, such as the new romance option with Tohri - a character previously not in the game who's appearing in the upcoming sequel Hatoful Boyfriend: Holiday Star, due this winter on PC, PS4 and Vita.

There's a new expansion for fantasy role-playing game Baldur's Gate: Enhanced Edition in the works.

Siege of Dragonspear adds a new chapter to the Bhaalspawn saga, developer Beamdog has announced. It's set between Baldur's Gate and Baldur's Gate 2, and, according to Beamdog, offers around 25 hours of gameplay. You need to own Baldur's Gate: Enhanced Edition to play it.

You can import your character or saved game from Baldur's Gate: Enhanced Edition into Siege of Dragonspear, and, usefully, you can continue your adventure by exporting your Siege of Dragonspear game to Baldur's Gate 2: Enhanced Edition.

Historical episodic adventure 1979 Revolution, a game about the events surrounding Iran's cultural revolution, is now set to release its debut episode, Black Friday, this autumn on PC, Mac, iOS, Android and "consoles".

Developer Ink Stories creative director Navid Khonsari confirmed to Eurogamer that he's in talks with Sony and Microsoft about console releases, but the final details have yet to be sorted.

In the meantime, 1979 Revolution has launched a Steam Greenlight campaign, where the following new trailer shows off how the game is shaping up.

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http://www.eurogamer.net/article.php?article_id=1767271Fri, 10 Jul 2015 01:25:00 +0100Video: It's a good time to get (back) into Elite: Dangerous

I really like Elite: Dangerous. I've spoken before about my love for its off-hand treatment of players - something I think encourages a very particular kind of role-playing. That said, I must confess I sort of stopped playing for a few months earlier this year.

Happily, with the recent Powerplay update (and a sneak peek at the upcoming Close Quarter Combat update at this year's E3), I recently returned to the cockpit and found that right now is a pretty good time to start (or carry on) bimbling about in space. Come join me in my diamondback scout and I'll tell you all about it.

When is a stealth game not a stealth game? When it explicitly tells you it is not a stealth game, but then goes on to punish you harshly for not being stealthy enough. That's the frustrating contradiction at the heart of indie ninja game Ronin, and it's one that unfortunately detracts from an otherwise nicely designed game with some ingenious gameplay ideas.

You're playing as a very modern sort of ninja, wielding a sword but clad in motorbike leathers and helmet, and your goal is to execute five targets who have wronged you in some terrible yet unexplained way. First you must infiltrate buildings and hack computers to track down the next target, then you must battle your way through their guards to deliver the killing blow.

Gameplay is openly and unapologetically lifted from 2013's super-spy gem Gunpoint, but it's OK since that game's developer, Tom Francis, has given his blessing for others to riff on his design. That means that in Ronin, as in Gunpoint, you spring and cling your way around each level, using the mouse to aim your leaps, bursting through windows, scaling walls and dropping on enemies.

First-person puzzler The Talos Principle's major expansion, Road to Gehenna, is due 23rd July on PC, Mac and Linux, developer Croteam has announced.

Road to Gehenna will contain four episodes full of even more challenging puzzles than the main game as players assume the role of Uriel trying to rescue souls trapped in this lost section of a simulation. It will feature an all new civilization with its own history, philosophy and characters.

The expansion is penned by The Talos Principle scribes Tom Jubert and Jonas Kyratzes. Jubert also wrote FTL, Driver: San Francisco and The Swapper, while Kryatzes was the co-creator of The Sea Will Claim Everything and The Book of Living Magic.

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http://www.eurogamer.net/article.php?article_id=1766985Wed, 08 Jul 2015 19:10:00 +0100Video: We play through a full level of Mighty No. 9

Donlan and I sat down to play Mighty No. 9 a few weeks ago and had an awful lot of fun with it. Although we were hoping for a game that more closely resembled that initial artwork, it was difficult not to be won over by the gameplay itself.

Sure. We never quite achieved the zenlike flow required to play through a level as it was truly meant to be played, but we really, desperately wanted to. And that's usually a good sign. Join us below to see how we got on and to hear a few first impressions:

It turns out that the life of the average sweatshop factory worker is no more comfortable in space than here on Earth. After a day spent working the craters, you must return to a cell (provided by your employers, a race of tall-shouldered, gruff aliens) where your only comfort is a pillow-free bed, a pile of brown food pellets and, if you've been performing well, perhaps an old VHS tape to keep you company (sans player, or TV).

Out in the field things aren't much better. Space-suited bodies of fallen workers lay slumped against rocks, usually clutching an audio recording (dubbed, miserably, a 'failure log') on which their final words are recorded. There are no toilet breaks and you can forget about joining a union (for one thing, the only colleagues you ever meet are dead ones). While you're provided with a jetpack, useful for hovering over your workplace to gain a better vantage point on the day's work, if you step off the edge of a cliff and forget to engage the boosters... Well, let's just say there is no health and safety officer here on the Infinifactory floor.

It's not all bad here in the galactic factory, though. For one thing, the work itself is provides a glorious challenge and diversion. It's easy to forget about worker's rights when your job is, essentially, to solve spatial cryptic crosswords. Your task each day is simple: guide an incoming stream of cargo blocks to an exit point by laying a conveyor belt, segment by segment. When you're satisfied you've completed the task, you start the motor. The cargo must land on the conveyor and arrive at its destination intact, and in the correct alignment. In most cases, you need only send ten blocks to the exit to complete the day's work, at which point you're returned to your cell.

This feature-length film is being produced by Legendary Digital Media and Contradiction Films, the companies who previously adapted Mighty No. 9 and Mega Man creator Keiji Inafune's Dead Rising series into the live-action flick Dead Rising: Watchtower. Inafune's company Comcept will also be involved.

Though panned by critics, such as our Dan Whitehead, Dead Rising: Watchtower was still a commercial success on Sony's online streaming service Crackle. As such, Crackle has already greenlit a sequel from Legendary Digital and Contradiction.

Comic horror roguelike The Binding of Isaac: Rebirth is coming to Xbox One and the North American Wii U and 3DS eShops on 23rd July, publisher Nicalis, Inc. has announced.

"We are in final submission for both games with Nintendo of Europe," the publisher said on Twitter of its European release on Nintendo platforms. "We'll release as soon as we receive final approval from Nintendo of EU."

Square Enix has pulled the Mac version of Final Fantasy 14 from sale and offered customers refunds.

Producer and director Naoki Yoshida apologised for the various technical issues associated with the Mac version of the fantasy massively multiplayer online role-playing game, as well as poor communication ahead of launch.

The Mac version of the game launched on 23rd June, and players quickly found it suffered from a raft of bugs and performance issues. In particular it performs poorly compared to the Windows client - even on Mac machines with equivalent hardware.

Everyone's talking about Her Story, aren't they? And I don't know about you, but when everyone else is talking about something, it's essential that I wade in there, my jaw rotating in all three axes. And when I've built a hot orb of opinion plasma about the size of an R-Type charge shot, it's time to jam my freshly minted tuppence into the spinning doors of public discourse. And you can take that metaphor to the bank.

Before I lift up your wrist and honk my dazzling thinks into your armpit, let me first describe Her Story. It's like a jigsaw puzzle, made out of video clips of a fragmented police interview. The clips are accessed through a basic search engine, which trawls through the transcripts and returns you the first five clips with that word in. Imagine a jigsaw where you can't see all the pieces. You just shout "corners", and the four corners fire from the box into your face. Pleased with results so far, you say "edge bits", but thanks to those suspicious limitations, it spits out five edge bits that don't even join up. So you put them on a Scrabble rack and say "sky?"

Zen Studios has unveiled an Ant-Man cabinet as the latest add-on for its virtual pinball catalogue that includes Zen Pinball 2, Pinball FX2 and Marvel Pinball.

Based on the upcoming Paul Rudd movie, which is in and of itself based on a comic-book about a shrinking man named Scott Lang, Zen's Ant-Man table lets players reenact the hero's trials and tribulations fighting Yellowjacket in fierce pinball combat. Sure, that may seem silly to us, but a pinball's got to be like that boulder in Raiders of the Lost Ark to an ant, so this is serious business for our tiny hero.

Retro platformer Shovel Knight is getting a retail release this October on 3DS, Wii U, PS4, Xbox One and PC. The PC version is Europe only.

North Americans will receive it on 13th October, while the UK and Europe will have to wait until 16th October due to the whole Tuesday/Friday thing that dictates retail releases.

Shovel Knight developer Yacht Club Games noted its debut effort sold a staggering 700,000 copies. That's over four times Yacht Club's original lifetime estimate of shifting 150K units. Not bad for a small team that raised $311,502 for the game on Kickstarter, even if that team was mostly comprised of former WayForward (Mighty Switch Force, BloodRayne: Betrayal) staff.